The following mutations are an addition
to the standard list on page 76 of the main
rule book.
They are available to all warbands that
can have Mutations.
All the normal rules as stated on page 76
apply to the selection of the below mutations.

Mutation

Description

Cost

Mutated Hide

The warriors skin has mutated into a
scaly hide, elaphantine skin, thick hide
plating, or some other form of protection.
He receives +1 to all armor rolls. Note
that this is a +1 to the roll itself, allowing
the warrior to make armor saves that require
the roll of a '7' on a D6.

35 gc

Two (or more) Heads

The warrior has Two Heads and is immune
to Stunning, treating Stunned as Knocked
Down.

40 gc

Wings

The warrior has a set of wings and may
choose to Fly rather than walk. While Flying
the warrior may ignore terrain, and may
travel vertically without need for climbing
or Initiative checks.

50 gc

Kicking Hooves

The warrior has one or more hooves instead
of feet. The Hero may make a special kicking
attack at +1 Strength in addition to all
of their other attacks. This attack is taken
at the same time as the models other attacks.
This can be combined with cloven hoofs and
great claws.

50 gc

Clawed Hands and Feet

The warriors appendages have claws. He
may ignore penalties for fighting bare handed,
always counts as having an extra weapon,
and may climb twice his Movement distance
with a single initiative check. This may
not be combined with the Pugilist Combat
Skill.

50 gc

Daemonic Visage

The warriors face is daemonic, bestial,
or in some way contorted in unnatural fashion.
As long as the models face is exposed, the
warrior causes Fear and may make a special
biting attack in addition to his normal
complement of attacks in the HtH phase.
The biting attack is resolved at -1 to hit
and does Strength+1 damage. This biting
attack does not count as a bare handed attack.

85 gc

Snake Tail

The warriors lower torso has mutated
into a snake (or worm)-like tail. The warrior
is sinuous, lithe, able to make wierd surging
and swaying movements, and is better able
to climb than legged folk; in short the
snake tail confers a bonus of +2 Initiative
but the warrior may not wear heavy armour.
Cannot be combined with a Scorpion Tail.

25 gc

Huge Hand

One of the warriors hands is mutated
to horrific size and or form. Attacks made
with this hand are resolved as Strength
+2 attacks and do not strike last. The attack
does not count as a barehanded attack. However,
the Huge Hand cannot carry or wield a weapon
or Shield. If the warrior does not have
an Extra Arm this means that he may not
wield 2 Handed Weapons.

30 gc

Serpentine Tongue

The warriors tongue has grown to foul
proportion and may be used to flick at foes
in HtH combat to distract them. The warrior
wins Intiative ties in HtH.

20 gc

Horn(s)

The warrior has one or more Horns which
are large enough to be used as weapons.
When making a charging attack, the warrior
may choose to gore a single foe instead
of making his normal complement of attacks.
The gore attack is resolved as +1 to hit
and has a Strength equal to 2 plus the distance
traveled to close with the enemy divided
by 2. Ex: If the warrior charges 7 or 8
inches to close with the enemy then his
attack is Strength 6. This can be combined
with cloven Hoofs or any other ability that
increases movement.

25 gc

Huge Size

The warrior has mutated into a hulking
brute. His increased size gives him +1 Strength,
+1 Toughness, and +1 Wound. However, he
counts as a Large creature. He may always
be shot at even if not the closest target
and is +1 to be hit by shooting attacks.
The additional statistic raises also raise
the warriors profile maximums. Warriors
with Huge Size do not count against the
normal restriction allowing only one Large
unit per roster.